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@@ -23,8 +23,10 @@ function make_colorid_picker_run(kong: node_shader_t) {
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node_shader_add_texture(kong, "gbufferD");
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node_shader_add_constant(kong, "invVP: float4x4", "_inv_view_proj_matrix");
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node_shader_add_function(kong, str_get_pos_nor_from_depth);
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- node_shader_write_frag(kong, "output[0] = float4(get_pos_from_depth(float2(constants.inp.x, 1.0 - constants.inp.y), constants.invVP), tex_coord_inp.x);");
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- node_shader_write_frag(kong, "output[1] = float4(get_nor_from_depth(output[0].rgb, float2(constants.inp.x, 1.0 - constants.inp.y), constants.invVP, float2(1.0, 1.0) / constants.gbuffer_size), tex_coord_inp.y);");
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+ node_shader_write_frag(kong, "var out_pos_from_depth: float3 = get_pos_from_depth(float2(constants.inp.x, 1.0 - constants.inp.y), constants.invVP);");
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+ node_shader_write_frag(kong, "var out_nor_from_depth: float3 = get_nor_from_depth(out_pos_from_depth, float2(constants.inp.x, 1.0 - constants.inp.y), constants.invVP, float2(1.0, 1.0) / constants.gbuffer_size);");
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+ node_shader_write_frag(kong, "output[0] = float4(out_pos_from_depth, tex_coord_inp.x);");
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+ node_shader_write_frag(kong, "output[1] = float4(out_nor_from_depth, tex_coord_inp.y);");
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}
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else {
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kong.frag_out = "float4[4]";
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